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General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="Vork_Hammerfist" data-source="post: 9287444" data-attributes="member: 7035372"><p>When I don't already have a pretty clear idea how the NPC would react, or I just want to see what happens/randomize things a bit, I use reaction rolls, and if appropriate, certain skills.</p><p></p><p>Using your scenario where the PCs are attempting to plead or debate with a king, let's say they are trying to convince him a friend or ally of theirs is wrongfully imprisoned and should be released.</p><ol> <li data-xf-list-type="ol">First I would have the players tell me which of them is going to be their primary spokesman, as this character will be making the relevant skill check(s).</li> <li data-xf-list-type="ol">Next, I would have the spokesman either tell me how they want to persuade the king or let them say exactly what their character says.</li> <li data-xf-list-type="ol">I would then have the spokesman roll their Law (secular) skill since presumably the king wants this person locked up for having broken a law. Other PCs can attempt to help the spokesman if they also make a successful skill check (if they fail there is no effect, if they fail past a certain margin they increase the DC for the spokesman's check by some amount).</li> <li data-xf-list-type="ol">If the spokesman succeeded their Law (secular) check I would grant the player a small bonus to the king's reaction roll. Then I would roll for the king's reaction, adding the spokesman's charisma modifier, the bonus or penalty from the Law (secular) skill check, and a result of 9+ they would be successful, or if the king wasn't in a forgiving mood only grant success on 11+ or even 12+.</li> </ol><p>If there were any onlookers I would also do reaction rolls for them, to see what their thoughts on both the PCs arguments and the king's decision.</p><p>If the king owed the PCs a favour and they decide to call it in I would grant the players a bonus to the reaction roll.</p><p>Additionally, if the players put forth a good or bad argument for why their friend/ally has been wrongfully imprisoned I would grant a bonus or penalty to the reaction roll as appropriate.</p><p></p><p>After having typed all that out I realize it sounds like a fairly complicated and lengthy process, but at the table it is pretty fast and mostly relies on a set of purpose-built reaction roll tables specifically for a given region's laws, which makes it pretty quick and easy.</p><p></p><p>I don't know what social combat is but I don't like the sound of it.</p></blockquote><p></p>
[QUOTE="Vork_Hammerfist, post: 9287444, member: 7035372"] When I don't already have a pretty clear idea how the NPC would react, or I just want to see what happens/randomize things a bit, I use reaction rolls, and if appropriate, certain skills. Using your scenario where the PCs are attempting to plead or debate with a king, let's say they are trying to convince him a friend or ally of theirs is wrongfully imprisoned and should be released. [LIST=1] [*]First I would have the players tell me which of them is going to be their primary spokesman, as this character will be making the relevant skill check(s). [*]Next, I would have the spokesman either tell me how they want to persuade the king or let them say exactly what their character says. [*]I would then have the spokesman roll their Law (secular) skill since presumably the king wants this person locked up for having broken a law. Other PCs can attempt to help the spokesman if they also make a successful skill check (if they fail there is no effect, if they fail past a certain margin they increase the DC for the spokesman's check by some amount). [*]If the spokesman succeeded their Law (secular) check I would grant the player a small bonus to the king's reaction roll. Then I would roll for the king's reaction, adding the spokesman's charisma modifier, the bonus or penalty from the Law (secular) skill check, and a result of 9+ they would be successful, or if the king wasn't in a forgiving mood only grant success on 11+ or even 12+. [/LIST] If there were any onlookers I would also do reaction rolls for them, to see what their thoughts on both the PCs arguments and the king's decision. If the king owed the PCs a favour and they decide to call it in I would grant the players a bonus to the reaction roll. Additionally, if the players put forth a good or bad argument for why their friend/ally has been wrongfully imprisoned I would grant a bonus or penalty to the reaction roll as appropriate. After having typed all that out I realize it sounds like a fairly complicated and lengthy process, but at the table it is pretty fast and mostly relies on a set of purpose-built reaction roll tables specifically for a given region's laws, which makes it pretty quick and easy. I don't know what social combat is but I don't like the sound of it. [/QUOTE]
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